re: the boot intro and the attract loop are the same video, and the

new-game intro has a name

Q9, answered twice over -- once from the disc and once from frames I had
already captured and not used.

The movie manifest's first eight slots are the whole boot-side flow, and
the slot key is the role: LOGO1-4 -> logo1-4.wmv (not on the disc, which
is why the splash is a screen), ADVERTISE_MOVIE -> ADV.wmv, STAFF_ROLL ->
the credits reel, MS00A -> S00A.wmv, MS01A -> S01A.wmv. So the new-game
intro is S00A.wmv, decoded -- which is the half I could not test at
runtime, because A on NEW GAME hangs the emulator.

And there is no separate boot-intro slot: ADV.wmv IS the advertise movie,
the boot just plays it first. Confirmed independently by matching 19
attract frames against five candidates -- 15 hit ADV with a playhead that
advances monotonically at the sampling rate and ends at 137 s, its full
length, with the title back on the next sample. So the attract movie
plays to its end; nothing cuts it short.

That corrects me. Two iterations ago I recorded the attract movie as
"~85 s, so probably not ADV.wmv" -- arithmetic on a start I never
observed, since sampling began 39 s in. REFUTED and METHOD both take it,
along with the matcher's real failure mode: a near-black frame has no
signature, and its runner-up is not evidence.

Skippability I did NOT settle, and the corpus contradicts itself: one
page says A skips a movie every time, while the boot harness deliberately
never taps during one because it breaks the title. Named the one-boot
test rather than picking a side.
This commit is contained in:
Sylpheed RE agent
2026-08-28 18:29:39 +00:00
parent e64965b3f9
commit e81dcad632
7 changed files with 187 additions and 2 deletions

View File

@@ -32,10 +32,10 @@ authored version can be deleted.
| Q3 | paint order for the six screens | ✅ answered | **decoded**: a `u16` layer key at `+0x0A` of each `T8aD` sprite header, stable-sorted with declaration index; unkeyed elements get an implied key. Confirmed on 5 measured orders + `EXTRAS` vs a capture. One residual: the **tie-break** is unknown and bites on one element of the title — [`structures/ui-paint-order-key.md`](../re/structures/ui-paint-order-key.md) |
| Q4 | button → GamePart | 🟡 mostly answered | **measured** which screen each button opens (4 of 5; `NEW GAME` untested — it hangs). The **GamePart id is a name match** onto the decoded id table, not a measurement — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
| Q5 | navigation semantics | ✅ answered | **measured**: initial focus varies boot to boot (2× `TUTORIAL`, 1× `NEW GAME`); ⬆⬇ one step, **wraps both ends**; ⬅➡ do nothing; Ⓑ returns to the parent **with focus restored**; Ⓑ on the main menu → title; Ⓑ on the title → nothing — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
| Q6 | boot sequence + what drives it | 🟡 partial | order observed, and the **attract cycle is timed**: ~8–10 s idle on the title → fade to black → ~85 s of video → title again, plate and all. The driver is still not decoded |
| Q6 | boot sequence + what drives it | 🟡 partial | order observed and the attract cycle timed: ~8–10 s idle → fade to black → **`ADV.wmv` in full (137 s)** → title again. The **movie manifest** supplies the boot-side asset order (slot key = role); the code that decides to advance is still not decoded |
| Q7 | transitions | ✅ answered | a **fade through black**, drawn by the screen's own last-painting `.prm` quad. Fade-in ramp is **decoded** from its keyframes; the ~0.4 s fade-out is **measured** (not in the file) — [`screen-transitions.md`](../re/screen-transitions.md) |
| Q8 | menu audio bindings | ❔ open | cue table complete, event binding is not |
| Q9 | video binding + playback rules | 🟡 partial | `ADV.wmv` is the boot intro; new-game intro unidentified |
| Q9 | video binding + playback rules | ✅ answered | **decoded** from the movie manifest: `ADVERTISE_MOVIE`→`ADV.wmv` (boot intro *and* attract are one asset), `MS00A`→`S00A.wmv` is the new-game intro, `STAFF_ROLL`→the credits reel. 🟡 skippability unsettled — [`movie-binding.md`](../re/movie-binding.md) |
| Q10 | music-bank sub-wave roles (intro+loop?) | ✅ answered | **two stems of one performance, played together** — sample-synchronous, equal duration, 32/32 banks. **Concatenating is wrong.** Not a seamless loop either — [`structures/bgm-two-stems.md`](../re/structures/bgm-two-stems.md) |
| S1 | Ready Room go/no-go | ✅ **no-go** | it is 2D and enumerates fine (60 builds), but `GP_READY_ROOM.pak` holds **briefing/tactical-map** content, not the six-button Ready Room menu — [`ready-room-probe.md`](../re/ready-room-probe.md) |
@@ -125,6 +125,20 @@ authored version can be deleted.
brightness: the incoming screen's own element animations dominate it and run
much longer than the quad.
* **The movie manifest names every boot-side video by role.** `dat/tables.pak`
entry `0x5b983a08`: `LOGO1`–`LOGO4` → `logo1.wmv`–`logo4.wmv` (**not on the
disc** — this is why the splash is a screen), **`ADVERTISE_MOVIE` → `ADV.wmv`**,
`STAFF_ROLL` → `SYLPH_HD720p_8M-CBR_2ch.wmv`, **`MS00A` → `S00A.wmv`** (the
new-game intro, 93.9 s, with subtitle + `VOICE_S00A` + a text overlay),
`MS01A` → `S01A.wmv`. ✅ decoded.
**The boot intro and the attract movie are the SAME asset** — there is no
separate boot slot, and 15 of 19 captured attract frames match `ADV.wmv` with a
monotonically advancing playhead ending at its full 137 s. One video, not two.
✅ The attract movie **plays to its end**; nothing cuts it short.
🟡 **Whether a movie is skippable is unsettled** — the corpus says Ⓐ skips one
every time, while the boot harness deliberately never taps during a movie
because it breaks the title. Do not rely on either until it is retested.
* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
executable's own registration strings. ✅ This is the screen vocabulary; which
button reaches which entry is Q4 and is *not* part of it.